﻿<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webvr - htc vive - sculpt</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
		<style>
			body {
				font-family: Monospace;
				background-color: #101010;
				color: #fff;
				margin: 0px;
				overflow: hidden;
			}
			a {
				color: #f00;
			}
		</style>
	</head>
	<body>

		<script src="../build/three.js"></script>

		<script src="js/controls/VRControls.js"></script>
		<script src="js/effects/VREffect.js"></script>
		<script src="js/vr/ViveController.js"></script>
		<script src="js/vr/WebVR.js"></script>

		<script src="js/loaders/OBJLoader.js"></script>
		<script src="js/MarchingCubes.js"></script>

		<script>

			if ( WEBVR.isAvailable() === false ) {

				document.body.appendChild( WEBVR.getMessage() );

			}

			//

			var container;
			var camera, scene, renderer;
			var effect, controls;
			var controller1, controller2;

			var blob, vector;

			var points = [];

			init();
			initBlob();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				var info = document.createElement( 'div' );
				info.style.position = 'absolute';
				info.style.top = '10px';
				info.style.width = '100%';
				info.style.textAlign = 'center';
				info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - htc vive - sculpt';
				container.appendChild( info );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x222222 );

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
				scene.add( camera );

				var geometry = new THREE.BoxGeometry( 0.5, 0.8, 0.5 );
				var material = new THREE.MeshStandardMaterial( {
					color: 0x444444,
					roughness: 1.0,
					metalness: 0.0
				} );
				var table = new THREE.Mesh( geometry, material );
				table.position.y = 0.35;
				table.position.z = 0.85;
				table.castShadow = true;
				table.receiveShadow = true;
				scene.add( table );

				var geometry = new THREE.PlaneGeometry( 4, 4 );
				var material = new THREE.MeshStandardMaterial( {
					color: 0x222222,
					roughness: 1.0,
					metalness: 0.0
				} );
				var floor = new THREE.Mesh( geometry, material );
				floor.rotation.x = - Math.PI / 2;
				floor.receiveShadow = true;
				scene.add( floor );

				scene.add( new THREE.GridHelper( 20, 40, 0x111111, 0x111111 ) );

				scene.add( new THREE.HemisphereLight( 0x888877, 0x777788 ) );

				var light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 0, 6, 0 );
				light.castShadow = true;
				light.shadow.camera.top = 2;
				light.shadow.camera.bottom = -2;
				light.shadow.camera.right = 2;
				light.shadow.camera.left = -2;
				light.shadow.mapSize.set( 4096, 4096 );

				scene.add( light );

				// scene.add( new THREE.DirectionalLightHelper( light ) );
				// scene.add( new THREE.CameraHelper( light.shadow.camera ) );

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.sortObjects = false;
				renderer.shadowMap.enabled = true;
				renderer.gammaInput = true;
				renderer.gammaOutput = true;
				container.appendChild( renderer.domElement );

				controls = new THREE.VRControls( camera );
				controls.standing = true;

				// controllers

				controller1 = new THREE.ViveController( 0 );
				controller1.standingMatrix = controls.getStandingMatrix();
				scene.add( controller1 );

				controller2 = new THREE.ViveController( 1 );
				controller2.standingMatrix = controls.getStandingMatrix();
				scene.add( controller2 );

				var loader = new THREE.OBJLoader();
				loader.setPath( 'models/obj/vive-controller/' );
				loader.load( 'vr_controller_vive_1_5.obj', function ( object ) {

					var loader = new THREE.TextureLoader();
					loader.setPath( 'models/obj/vive-controller/' );

					var controller = object.children[ 0 ];
					controller.material.map = loader.load( 'onepointfive_texture.png' );
					controller.material.specularMap = loader.load( 'onepointfive_spec.png' );
					controller.castShadow = true;
					controller.receiveShadow = true;

					// var pivot = new THREE.Mesh( new THREE.BoxGeometry( 0.01, 0.01, 0.01 ) );
					var pivot = new THREE.Mesh( new THREE.IcosahedronGeometry( 0.002, 2 ), blob.material );
					pivot.name = 'pivot';
					pivot.position.y = -0.016;
					pivot.position.z = -0.043;
					pivot.rotation.x = Math.PI / 5.5;
					controller.add( pivot );

					var range = new THREE.Mesh( new THREE.IcosahedronGeometry( 0.03, 3 ), new THREE.MeshBasicMaterial( { opacity: 0.25, transparent: true } ) );
					pivot.add( range );

					controller1.add( controller.clone() );
					controller2.add( controller.clone() );

				} );

				effect = new THREE.VREffect( renderer );

				if ( WEBVR.isAvailable() === true ) {

					document.body.appendChild( WEBVR.getButton( effect ) );

				}

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function initBlob() {

				/*
				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
					path + 'px' + format, path + 'nx' + format,
					path + 'py' + format, path + 'ny' + format,
					path + 'pz' + format, path + 'nz' + format
				];

				var reflectionCube = new THREE.CubeTextureLoader().load( urls );
				*/

				var material = new THREE.MeshStandardMaterial( {
					color: 0xffffff,
					// envMap: reflectionCube,
					roughness: 0.9,
					metalness: 0.0
				} );

				blob = new THREE.MarchingCubes( 64, material, true );
				blob.position.y = 1;
				scene.add( blob );

				initPoints();

			}

			function initPoints() {

				points = [
					{ position: new THREE.Vector3(), strength: - 0.08, subtract: 10 },
					{ position: new THREE.Vector3(), strength:   0.04, subtract: 10 }
				];

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				effect.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				effect.requestAnimationFrame( animate );
				render();

			}

			function transformPoint( vector ) {

				vector.x = ( vector.x + 1.0 ) / 2.0;
				vector.y = ( vector.y / 2.0 );
				vector.z = ( vector.z + 1.0 ) / 2.0;

			}

			function handleController( controller, id ) {

				controller.update();

				var pivot = controller.getObjectByName( 'pivot' );

				if ( pivot ) {

					var matrix = pivot.matrixWorld;

					points[ id ].position.setFromMatrixPosition( matrix );
					transformPoint( points[ id ].position );

					if ( controller.getButtonState( 'thumbpad' ) ) {

						blob.material.color.setHex( Math.random() * 0xffffff );

					}

					if ( controller.getButtonState( 'trigger' ) ) {

						var strength = points[ id ].strength / 2;

						var vector = new THREE.Vector3().setFromMatrixPosition( matrix );

						transformPoint( vector );

						points.push( { position: vector, strength: strength, subtract: 10 } );

					}

					if ( id === 0 && controller.getButtonState( 'grips' ) ) {

						if ( points.length > 2 ) {

							points.shift();
							points.shift();

							updateBlob();

							var geometry = blob.generateGeometry();
							var mesh = new THREE.Mesh( geometry, blob.material.clone() );
							mesh.position.y = 1;
							mesh.castShadow = true;
							mesh.receiveShadow = true;
							scene.add( mesh );

							initPoints();

						}

					}

					if ( id === 1 && controller.getButtonState( 'grips' ) ) {

						points[ id ].strength = ( Math.sin( performance.now() / 1000 ) + 1.5 ) / 20.0;

					}

				}

			}

			function updateBlob() {

				blob.reset();

				for ( var i = 0; i < points.length; i ++ ) {

					var point = points[ i ];
					var position = point.position;

					blob.addBall( position.x, position.y, position.z, point.strength, point.subtract );

				}

			}

			function render() {

				handleController( controller1, 0 );
				handleController( controller2, 1 );

				updateBlob();

				controls.update();

				effect.render( scene, camera );

			}

		</script>
	</body>
</html>
